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Galactic Conquest
Galactic Conquest
by WAW Publications (1974)
Player Count
3 to 99

Playing Time
2 hours
Categories
  • Science Fiction
  • Wargame
  • Miniatures
  • Space Exploration
  • Designers
  • Steve Appoloni
  • Mechanisms
  • Secret Unit Deployment
  • Hex-and-Counter
  • Paper-and-Pencil
  • Simulation
  • Dice Rolling
  • Player Elimination
  • Family
  • Aliens
  • 4X games
  • Rating: 0/10 from 0 users

    Description

    Galactic Conquest is a simulation of a galaxy where young civilizations are beginning to explore the void of space and expand their scientific knowledge. The game is designed to give the player the maximum amount of flexibility in almost every section, so that the player can fully use his imagination . . .

    The judge's manual is a guide for the player chosen to be the judge. All the values listed may be changed, they are merely given as a recommended point of reference . . .

    The object of the game is: For each player and his allies, if any, to gain mastery of the galaxy, or a predominant portion thereof. This however can be altered by the judge, considering the type of campaign desired.

    —description from the publisher

    The game consists of two digest-sized books: a 12-page Referee's Manual (blue cover) and a 28-page Player's Manual (yellow cover).

    The Referee's Manual begins with rules for creating the referee's hex map of the galaxy. The map is randomly populated with solar systems and gas clouds. In addition to the player-controlled solar systems, which are all inhabited by technologically advanced "spacegoing" civilizations, non-player systems are generated by the referee. These non-player systems vary by industrial level, military resistance, and spaceflight capabilities (if any). Spacegoing non-player systems have randomly determined race and culture characteristics which serve to impact the War Roll (a die-roll determination of whether a meeting between opposing spacegoing forces is peaceful or results in conflict). The War Roll is also impacted by the government types of the involved civilizations. Finally, the Referee's Manual includes rules for research and technology that allow solar systems to advance and develop more powerful weaponry and spacecraft, including improvements in spacecraft propulsion ranging from sublight to hyperlight speeds.

    The Player's Manual explains the various planet types, the process for planetary industrialization, and the planetary installations that players can construct. The details of spaceship construction and associated costs are set forth for the game's two general classes of vessels: warships and merchants. Three classes of troops are available to the players: combat troops, engineers, and android troops (also referred to in the rules as robot troops). The Player's Manual includes the game's rules for movement and combat. These rules cover both tactical space battles (with distinctions for sublight and hyperlight vessels) and man-to-man land battles. Both types of battles rely on tabletop-miniatures-style rules, with movement being simultaneous based on written orders. The game also allows for "strategic combat" on the galaxy map in the form of minefields laid in space.

    In addition to the rules booklets, the game requires hex sheets, paper/notebooks, pencils, two to four 20-sided dice, one (?) 10-sided die, and an unspecified number of six-sided dice.

    —user summary

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